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BankofMarquis (1832 KP) rated The Last Duel (2021) in Movies
Oct 30, 2021
Doesn't Really Work
With films such as GLADIATOR, KINGDOM OF HEAVEN, ROBIN HOOD, EXODUS: GODS AND MONSTERS and the current THE LAST DUEL, Director Ridley Scott is single-handedly trying to keep alive the “Sword and Sandals” genre that was so much en vogue in the Golden Age of Hollywood.
However, he’ll have to do better than THE LAST DUEL to keep the genre going.
Starring Matt Damon, Ben Affleck, Adam Driver and Jodi Comer, THE LAST DUEL tells the tale of the…well…Last Duel in France in the 1300’s. The story tells the tale of 2 noblemen, their ups & downs and the accusation of the wife of one of them that the other raped her. The only way to solve the dispute is a duel to the death.
Following the format of such films as RASHOMON (1950) and, more recently, WRATH OF MAN (2021), THE LAST DUEL is told in 4 parts - telling the same story from different perspectives. But, unlike RASHOMON and (surprisingly) WRATH OF MAN which peeled the onion back during each different telling, adding a deeper and richer layer to the story each time, THE LAST DUEL pretty much tells the same story over and over, not really telling it differently and not really adding any layers to the story. You pretty much know before THE LAST DUEL who is innocent, who is guilty and how the duel is going to play out.
So, Director Scott will need to rely on the performances and the look and feel of the film to get the audience hooked and intrigued during this 2 hour and 32 minute epic, but the script (by Nicole Holofcener, Affleck & Damon just isn’t up to the task.
The acting is…fine. Driver fares the best out of the 4 leads - probably because he is the actor most suited for this type of film than the others. Comer’s part is underwritten and she has surprisingly little to do - which brings us to Affleck and Damon. Affleck has the showier role and provides a spark of interest in his limited time on the screen while Damon is dour and serious and trudges through the film - as does the audience.
Director Scott (ALIEN) brings professionalism to the proceedings and accurately depicts the look and feel of the time and stages the duel (and battle scenes) with a trained eye, but the characters/performances did not leave me with anyone to truly root for (or care about) and by the time we got to THE LAST DUEL, I just wanted it to be over.
Letter Grade: B-
6 stars (out of 10) and you can take that to the Bank(ofMarquis)
However, he’ll have to do better than THE LAST DUEL to keep the genre going.
Starring Matt Damon, Ben Affleck, Adam Driver and Jodi Comer, THE LAST DUEL tells the tale of the…well…Last Duel in France in the 1300’s. The story tells the tale of 2 noblemen, their ups & downs and the accusation of the wife of one of them that the other raped her. The only way to solve the dispute is a duel to the death.
Following the format of such films as RASHOMON (1950) and, more recently, WRATH OF MAN (2021), THE LAST DUEL is told in 4 parts - telling the same story from different perspectives. But, unlike RASHOMON and (surprisingly) WRATH OF MAN which peeled the onion back during each different telling, adding a deeper and richer layer to the story each time, THE LAST DUEL pretty much tells the same story over and over, not really telling it differently and not really adding any layers to the story. You pretty much know before THE LAST DUEL who is innocent, who is guilty and how the duel is going to play out.
So, Director Scott will need to rely on the performances and the look and feel of the film to get the audience hooked and intrigued during this 2 hour and 32 minute epic, but the script (by Nicole Holofcener, Affleck & Damon just isn’t up to the task.
The acting is…fine. Driver fares the best out of the 4 leads - probably because he is the actor most suited for this type of film than the others. Comer’s part is underwritten and she has surprisingly little to do - which brings us to Affleck and Damon. Affleck has the showier role and provides a spark of interest in his limited time on the screen while Damon is dour and serious and trudges through the film - as does the audience.
Director Scott (ALIEN) brings professionalism to the proceedings and accurately depicts the look and feel of the time and stages the duel (and battle scenes) with a trained eye, but the characters/performances did not leave me with anyone to truly root for (or care about) and by the time we got to THE LAST DUEL, I just wanted it to be over.
Letter Grade: B-
6 stars (out of 10) and you can take that to the Bank(ofMarquis)
Debbiereadsbook (1197 KP) rated Sticky For You (The Rhubarb Effect #1) in Books
Sep 20, 2024
Tim is a live wire and he likes to sing!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
Did you ever read a book, and think "What the ever loving heck did I just read??" (only, you know, more sweary words than some review sites will allow!) Well, this is such a book!
Max moves to Valentine Growville with his odd little pride and immediately feels at home. Meeting Tim, his mate, knocked him for six. I mean, Max is an Alpha lion and Tim is. . .well . .Tim is rhubarb. A rhubarb omega. Can they make this work?
It's so much fun, it really is and I laughed a lot, A LOT reading this book and I rarely react out loud when reading, (listening is a whole 'nother matter, though!)
Max is an Alpha of a pride of lions, bulls, llamas and other things that I forget already but they all have a love of rhubarb. Moving to Growville was a necessity, since they got hounded out their last pride. Tim is.. . . excitable! He really is a bit of a live-wire and he likes to sing. Especially once he realises he is Max' mate and Max can hear him in his head. Singing becomes the easiest way to woo Max and I have to admit, I found myself singing along with those songs that Tim sang, but changed some words for to make it fit better for him and Max.
It's steamy . . but in a kinda weird way. The way rhubarb mate is a little offputting, I will admit, but now I know what to expect, I'll be better prepared.
It is a lot of fun, it really is, right up to the point where things go wrong for Tim, but if he had just talked to Max, it could all have been avoided.
And also the point where the real monsters come to town. But that was not explained, and you have to piece the clues already thrown at you to figure out who they are. I'm fairly certain, but with Sayle at the helm, one can never be too sure!
I loved the references to fingerlings!
I love Sayle, you know I do, and I've read some Brown before, with 4 and 5 star reads from her on my shelves. How they came up with this idea, I have no clue, but it really was a fun read! The setting is set nicely for book two, and I see now whay the whole of Max' pride love rhubarb!
Will it win any literary awards? Nope, but I don't care cos I thoruoghly enjoyed it!
4 very funny stars
*same worded review will appear elsewhere
Did you ever read a book, and think "What the ever loving heck did I just read??" (only, you know, more sweary words than some review sites will allow!) Well, this is such a book!
Max moves to Valentine Growville with his odd little pride and immediately feels at home. Meeting Tim, his mate, knocked him for six. I mean, Max is an Alpha lion and Tim is. . .well . .Tim is rhubarb. A rhubarb omega. Can they make this work?
It's so much fun, it really is and I laughed a lot, A LOT reading this book and I rarely react out loud when reading, (listening is a whole 'nother matter, though!)
Max is an Alpha of a pride of lions, bulls, llamas and other things that I forget already but they all have a love of rhubarb. Moving to Growville was a necessity, since they got hounded out their last pride. Tim is.. . . excitable! He really is a bit of a live-wire and he likes to sing. Especially once he realises he is Max' mate and Max can hear him in his head. Singing becomes the easiest way to woo Max and I have to admit, I found myself singing along with those songs that Tim sang, but changed some words for to make it fit better for him and Max.
It's steamy . . but in a kinda weird way. The way rhubarb mate is a little offputting, I will admit, but now I know what to expect, I'll be better prepared.
It is a lot of fun, it really is, right up to the point where things go wrong for Tim, but if he had just talked to Max, it could all have been avoided.
And also the point where the real monsters come to town. But that was not explained, and you have to piece the clues already thrown at you to figure out who they are. I'm fairly certain, but with Sayle at the helm, one can never be too sure!
I loved the references to fingerlings!
I love Sayle, you know I do, and I've read some Brown before, with 4 and 5 star reads from her on my shelves. How they came up with this idea, I have no clue, but it really was a fun read! The setting is set nicely for book two, and I see now whay the whole of Max' pride love rhubarb!
Will it win any literary awards? Nope, but I don't care cos I thoruoghly enjoyed it!
4 very funny stars
*same worded review will appear elsewhere
Purple Phoenix Games (2266 KP) rated Abyss in Tabletop Games
Aug 5, 2021
I am not a great swimmer. For several years of my life I would avoid water at all costs. I have since grown to love it, but would still freak out a bit if a crab came towards me. I’m kind of a baby like that. I do so love underwater scenes and the wildlife, so I was bound to enjoy Abyss. Throw in some of the most amazing artwork in all of gaming and you have a hit, right?
Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!
On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.
Plotting at Court is simply paying pearls to reveal more Lords at Court.
The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.
To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.
Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.
Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.
Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.
The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.
I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!
On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.
Plotting at Court is simply paying pearls to reveal more Lords at Court.
The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.
To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.
Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.
Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.
Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.
The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.
I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
Matthew Krueger (10051 KP) rated Frankenstein Meets the Wolf Man (1943) in Movies
Oct 15, 2020
Lon Chaney Jr. (1 more)
Bela Lugosi
Huge Disappointment
Contains spoilers, click to show
Frankenstien Meets The Wolf Man- was a huge disappointment but ill get to that later. First lets talk about the film.
The plot: Lawrence Stewart Talbot (Lon Chaney Jr.) is plagued by a physical oddity that turns him into a crazed werewolf after sundown. His desire to rid himself of this ailment leads him to the castle owned by mad scientist Dr. Frankenstein. Frankenstein, it turns out, is now dead, yet Talbot believes that the scientist's daughter, Baroness Elsa Frankenstein (Ilona Massey), can help him. However, his quest to right himself puts him on a collision course with Frankenstein's monster (Bela Lugosi).
This was the first of a series of "ensemble" monster films combining characters from several film series. This film, therefore, is both the fifth in the series of films based upon Mary Shelley's 1818 book Frankenstein; or, The Modern Prometheus, directly after The Ghost of Frankenstein, and a sequel to The Wolf Man.
As ultimately edited and released, Frankenstein Meets the Wolf Man is told in two almost equal parts. The opening scenes tell the story of Talbot's resurrection, killing spree, hospitalization, and escape across Europe. Much time is spent with a secondary policeman, Inspector Owen, and on scenes with a desperate Talbot hospitalized by Dr. Mannering. The discovery of the Monster and pursuit of Dr. Frankenstein's scientific notes do not begin until thirty-five minutes into the film. The second half introduces the Monster, Elsa, and the village of Vasaria and its inhabitants.
Immediately following his success in Dracula, Bela Lugosi had been the first choice to play the Monster in Universal's original Frankenstein film, but Lugosi famously turned down the nonspeaking, heavily made-up role: as conceived by the original director Robert Florey, the Monster was nothing more than a mindless killing machine and not suitable for Lugosi's rising stardom and career as a leading actor, and the original make-up for Lugosi's screen test was closely based on the doll-like clay robot in The Golem.
Eight years later, Lugosi joined the film as the Monster's twisted companion Ygor in Son of Frankenstein. He returned to the role in the sequel, The Ghost of Frankenstein, in which Ygor's brain is implanted into the Monster (now Chaney), causing the creature to take on Lugosi/Ygor's voice. After plans for Chaney to play both the Monster and the Wolf Man in the next film fell through for logistical reasons (Chaney demurred), the natural next step was for Lugosi, who turned 60 during the film's production, to take on the part that he once was slated to originate.
The original script — and indeed the film as originally filmed — had the Monster performing dialogue throughout the film, including references to the events of Ghost and indicating that the Monster is now blind (a side effect of the brain transplant as revealed at the end of the previous film, and the reason for his iconic stiff-armed "Frankenstein walk"). According to Siodmak, a studio screening audience reacted negatively to this, finding the idea of the Monster speaking with a Hungarian accent unintentionally funny (although the Monster spoke with Lugosi's voice at the end of Ghost, the audiences had been carefully prepared for it by the plot of the film). This has been generally accepted as the reason virtually all scenes in which Lugosi speaks were deleted (though two brief scenes remain in the film that show Lugosi's mouth moving without sound). All references to his being blind were also eliminated, rendering the Monster's groping gestures unmotivated for those unfamiliar with the ending of the previous film. Close-ups of Lugosi's eyes during the revitalization scene and his evil, knowing leer to Patric Knowles were supposed to indicate that his vision had been restored, but in the ultimate context of the film this means nothing. Consequently, Lugosi is onscreen literally for only a few minutes, leaving the Wolf Man as the film's primary focus.
Lugosi suffered exhaustion at some point during the filming, and his absence from the set, combined with his physical limitations at age 60, required the liberal use of stand-ins.
This would be the final Universal horror film in which the Monster played a major role; in the subsequent films The House of Frankenstein and House of Dracula, the Monster, played by Glenn Strange, is brought back to life only in the final scenes (in the 1948 Universal comedy Abbott and Costello Meet Frankenstein (the second and final film in which Lugosi plays Dracula), Strange has a larger role and the creature once again speaks, albeit with very limited dialogue, twice muttering, "Yes, Master."). It was also the last Universal horror film to feature an actual member of the Frankenstein family as a character.
A tribute to this meeting of two horror film legends happens near the beginning of the film Alien vs. Predator, when this film is seen playing on a television at the satellite receiving station. In the US version of the 1962 film King Kong vs. Godzilla (another pairing of prominent monsters), the music from the fight scene at the end of the film also plays during the final fight between Godzilla and Kong.
So the reason why this movie was a huge disappointments that it was universal first ensemble. A meet between two iconic monsters and boy did it disappointment. Their didnt meet until the last 5 minutes, no scratch that the last minute. Yes you read that right, the last minute their meet. Huge disappointment. It was also slow. I dont recordmend watching this one and skip it. The only reason im giving it a 5 is because of Lon Chaney Jr. and Bela Lugosi.
The plot: Lawrence Stewart Talbot (Lon Chaney Jr.) is plagued by a physical oddity that turns him into a crazed werewolf after sundown. His desire to rid himself of this ailment leads him to the castle owned by mad scientist Dr. Frankenstein. Frankenstein, it turns out, is now dead, yet Talbot believes that the scientist's daughter, Baroness Elsa Frankenstein (Ilona Massey), can help him. However, his quest to right himself puts him on a collision course with Frankenstein's monster (Bela Lugosi).
This was the first of a series of "ensemble" monster films combining characters from several film series. This film, therefore, is both the fifth in the series of films based upon Mary Shelley's 1818 book Frankenstein; or, The Modern Prometheus, directly after The Ghost of Frankenstein, and a sequel to The Wolf Man.
As ultimately edited and released, Frankenstein Meets the Wolf Man is told in two almost equal parts. The opening scenes tell the story of Talbot's resurrection, killing spree, hospitalization, and escape across Europe. Much time is spent with a secondary policeman, Inspector Owen, and on scenes with a desperate Talbot hospitalized by Dr. Mannering. The discovery of the Monster and pursuit of Dr. Frankenstein's scientific notes do not begin until thirty-five minutes into the film. The second half introduces the Monster, Elsa, and the village of Vasaria and its inhabitants.
Immediately following his success in Dracula, Bela Lugosi had been the first choice to play the Monster in Universal's original Frankenstein film, but Lugosi famously turned down the nonspeaking, heavily made-up role: as conceived by the original director Robert Florey, the Monster was nothing more than a mindless killing machine and not suitable for Lugosi's rising stardom and career as a leading actor, and the original make-up for Lugosi's screen test was closely based on the doll-like clay robot in The Golem.
Eight years later, Lugosi joined the film as the Monster's twisted companion Ygor in Son of Frankenstein. He returned to the role in the sequel, The Ghost of Frankenstein, in which Ygor's brain is implanted into the Monster (now Chaney), causing the creature to take on Lugosi/Ygor's voice. After plans for Chaney to play both the Monster and the Wolf Man in the next film fell through for logistical reasons (Chaney demurred), the natural next step was for Lugosi, who turned 60 during the film's production, to take on the part that he once was slated to originate.
The original script — and indeed the film as originally filmed — had the Monster performing dialogue throughout the film, including references to the events of Ghost and indicating that the Monster is now blind (a side effect of the brain transplant as revealed at the end of the previous film, and the reason for his iconic stiff-armed "Frankenstein walk"). According to Siodmak, a studio screening audience reacted negatively to this, finding the idea of the Monster speaking with a Hungarian accent unintentionally funny (although the Monster spoke with Lugosi's voice at the end of Ghost, the audiences had been carefully prepared for it by the plot of the film). This has been generally accepted as the reason virtually all scenes in which Lugosi speaks were deleted (though two brief scenes remain in the film that show Lugosi's mouth moving without sound). All references to his being blind were also eliminated, rendering the Monster's groping gestures unmotivated for those unfamiliar with the ending of the previous film. Close-ups of Lugosi's eyes during the revitalization scene and his evil, knowing leer to Patric Knowles were supposed to indicate that his vision had been restored, but in the ultimate context of the film this means nothing. Consequently, Lugosi is onscreen literally for only a few minutes, leaving the Wolf Man as the film's primary focus.
Lugosi suffered exhaustion at some point during the filming, and his absence from the set, combined with his physical limitations at age 60, required the liberal use of stand-ins.
This would be the final Universal horror film in which the Monster played a major role; in the subsequent films The House of Frankenstein and House of Dracula, the Monster, played by Glenn Strange, is brought back to life only in the final scenes (in the 1948 Universal comedy Abbott and Costello Meet Frankenstein (the second and final film in which Lugosi plays Dracula), Strange has a larger role and the creature once again speaks, albeit with very limited dialogue, twice muttering, "Yes, Master."). It was also the last Universal horror film to feature an actual member of the Frankenstein family as a character.
A tribute to this meeting of two horror film legends happens near the beginning of the film Alien vs. Predator, when this film is seen playing on a television at the satellite receiving station. In the US version of the 1962 film King Kong vs. Godzilla (another pairing of prominent monsters), the music from the fight scene at the end of the film also plays during the final fight between Godzilla and Kong.
So the reason why this movie was a huge disappointments that it was universal first ensemble. A meet between two iconic monsters and boy did it disappointment. Their didnt meet until the last 5 minutes, no scratch that the last minute. Yes you read that right, the last minute their meet. Huge disappointment. It was also slow. I dont recordmend watching this one and skip it. The only reason im giving it a 5 is because of Lon Chaney Jr. and Bela Lugosi.
Paul Kellett (118 KP) rated Shadows of Malice in Tabletop Games
May 8, 2019
Great framework for narrating an adventure (2 more)
Good solo game
Interesting mechanisms
A lot of fiddly tokens (1 more)
Slightly heavy rules
A different take on the adventure board game
Shadows of Malice is an interesting take on the adventure game. Aside from the introduction explaining that you are heroes on a quest to find and activate mystical light wells and defeat the demon and his shadows before they can break through from the shadow realm and capture the wells for evil, there is no fancy artwork, immersive flavour text or even the well known fantasy monsters.
Instead, you get plain cards with simple line art and either just an icon/dice modifier or a short line of text explaining the effect. These cards are items of armour, weapons or other loot, potions, skill masteries, fate effects or abilities. A selection of these make up your character. Again, there are no defined heroes, you can be whatever you fancy being.
When you encounter a monster you roll 3d6 against a chart which will define the creature's species and its strength. Creature types are things like "Avian" and "Reptilian" so you can imagine fighting a dinosaur, a giant eagle or whatever fantastic creature you desire.
This makes the game a great framework to roleplay in. You are never stuck encountering the same things again and again. On the minus side, if you don't have a good imagination, it boils down to just rolling dice and beating target numbers. If you want a game to give you a story to follow, SoM is not that game.
The rules are good, if a little heavy but after a game or two it should soon click and it's mostly straight forward. The designer has recently just uploaded a revised rulebook to BGG which streamlines a number of things.
SoM comes with 4 large landscape hex tiles plus a shadow realm tile and you can choose any number of tiles to arrange in any position around the shadow realm tile. Each tile is divided into a number of smaller hexes with varying terrain and locations printed on them. This is the world you will be exploring and, despite being tiny compared to other game boards, each tile adds about an hour to the play time.
Gameplay involves exploring the land fighting creatures, gaining loot, visiting cities to trade goods or mystic seers to buy potions while searching for the special light wells that you must take control of.
In between player turns, the shadows act. They begin confined to the shadow realm but as the rounds progress, barriers fall and the shadows are more likely to find a way out to manifest in the land. Once there they start searching for the light wells and it's game over if they get to them first .
This makes for a tense cat and mouse with your heroes racing to either get to a well or intercept the demons on route.
Instead, you get plain cards with simple line art and either just an icon/dice modifier or a short line of text explaining the effect. These cards are items of armour, weapons or other loot, potions, skill masteries, fate effects or abilities. A selection of these make up your character. Again, there are no defined heroes, you can be whatever you fancy being.
When you encounter a monster you roll 3d6 against a chart which will define the creature's species and its strength. Creature types are things like "Avian" and "Reptilian" so you can imagine fighting a dinosaur, a giant eagle or whatever fantastic creature you desire.
This makes the game a great framework to roleplay in. You are never stuck encountering the same things again and again. On the minus side, if you don't have a good imagination, it boils down to just rolling dice and beating target numbers. If you want a game to give you a story to follow, SoM is not that game.
The rules are good, if a little heavy but after a game or two it should soon click and it's mostly straight forward. The designer has recently just uploaded a revised rulebook to BGG which streamlines a number of things.
SoM comes with 4 large landscape hex tiles plus a shadow realm tile and you can choose any number of tiles to arrange in any position around the shadow realm tile. Each tile is divided into a number of smaller hexes with varying terrain and locations printed on them. This is the world you will be exploring and, despite being tiny compared to other game boards, each tile adds about an hour to the play time.
Gameplay involves exploring the land fighting creatures, gaining loot, visiting cities to trade goods or mystic seers to buy potions while searching for the special light wells that you must take control of.
In between player turns, the shadows act. They begin confined to the shadow realm but as the rounds progress, barriers fall and the shadows are more likely to find a way out to manifest in the land. Once there they start searching for the light wells and it's game over if they get to them first .
This makes for a tense cat and mouse with your heroes racing to either get to a well or intercept the demons on route.
<i>I received this book for free through Goodreads First Reads.</i>
“Dreams come true. So do nightmares.” Dea Donahue has spent her entire life travelling from one state to another, starting school after school… and walking other people’s dreams in order to survive. Dea, like her mother, is a dream walker, but she must keep this a secret from everyone else. She must follow the rules: don’t walk a person’s dream more than once, don’t let the dreamer see you; otherwise the monsters will find you. Or so Dea’s eccentric mother says.
Dea’s mother is a very paranoid person, afraid of many things particularly mirrors, and has a strange obsession for clocks. At any moment she may decide they need to pack up and leave, but Dea has had enough. Especially now that she has met Connor, the first boy to ever treat her nicely, the first boy she could call a friend. But when Dea’s mother goes missing, Dea needs to take a closer look at her mother’s obscure fears in order to track her down. At the same time there are rumours going around suggesting that Connor may not be the nice guy Dea thinks he is.
<i>Dreamland</i> is both a fantasy novel and murder mystery. It is as though Robert L. Anderson has written two different stories and then seamlessly merged them together. The main narrative focuses on Dea’s predicament but Connor’s life is constantly present underneath it. The real life quality to the story line makes the incidents Dea experiences all the more creepy.
Part three of the book becomes more fantasy-like which is a little confusing and difficult to see the setting in the way the author perceives it, however the narrative soon returns to the real world and progresses on with Connor’s story. It is not until this point that the reader realizes that <i>Dreamland</i> is part murder mystery.
As a whole, <i>Dreamland</i> is a gripping read that is difficult to put down. Readers are plagued with questions and anticipations as they wait to find out why Dea can dream walk, what the significance of the mirrors and clocks are, and what happened to Dea’s mother. Once these are resolved a whole bunch of new questions crop up.
The ending is mostly satisfying although it is not completely clear what happens next. Although the reader knows where Dea and Connor both end up, it is largely up to our own interpretation as to what their lives are like once the story ends.
<i>Dreamland</i> is definitely a worthy young adult book to read. It is different to other novels in the genre and brings a whole new concept to the table. I expect this book to rise in popularity rather quickly – and if it does not? Well, lots of people are missing out!
“Dreams come true. So do nightmares.” Dea Donahue has spent her entire life travelling from one state to another, starting school after school… and walking other people’s dreams in order to survive. Dea, like her mother, is a dream walker, but she must keep this a secret from everyone else. She must follow the rules: don’t walk a person’s dream more than once, don’t let the dreamer see you; otherwise the monsters will find you. Or so Dea’s eccentric mother says.
Dea’s mother is a very paranoid person, afraid of many things particularly mirrors, and has a strange obsession for clocks. At any moment she may decide they need to pack up and leave, but Dea has had enough. Especially now that she has met Connor, the first boy to ever treat her nicely, the first boy she could call a friend. But when Dea’s mother goes missing, Dea needs to take a closer look at her mother’s obscure fears in order to track her down. At the same time there are rumours going around suggesting that Connor may not be the nice guy Dea thinks he is.
<i>Dreamland</i> is both a fantasy novel and murder mystery. It is as though Robert L. Anderson has written two different stories and then seamlessly merged them together. The main narrative focuses on Dea’s predicament but Connor’s life is constantly present underneath it. The real life quality to the story line makes the incidents Dea experiences all the more creepy.
Part three of the book becomes more fantasy-like which is a little confusing and difficult to see the setting in the way the author perceives it, however the narrative soon returns to the real world and progresses on with Connor’s story. It is not until this point that the reader realizes that <i>Dreamland</i> is part murder mystery.
As a whole, <i>Dreamland</i> is a gripping read that is difficult to put down. Readers are plagued with questions and anticipations as they wait to find out why Dea can dream walk, what the significance of the mirrors and clocks are, and what happened to Dea’s mother. Once these are resolved a whole bunch of new questions crop up.
The ending is mostly satisfying although it is not completely clear what happens next. Although the reader knows where Dea and Connor both end up, it is largely up to our own interpretation as to what their lives are like once the story ends.
<i>Dreamland</i> is definitely a worthy young adult book to read. It is different to other novels in the genre and brings a whole new concept to the table. I expect this book to rise in popularity rather quickly – and if it does not? Well, lots of people are missing out!
Night Reader Reviews (683 KP) rated A Warrior's Blush in Books
Jan 9, 2020
A Warriors Blush by Shannon Whittall is an action-adventure fantasy story with just a hit of romance. This book could z easily be the beginning of a very interesting series if the author wanted to go that route with it. The ending is also surprising, but I do not encourage any readers to skip ahead in the book to see what I mean.
Lenora Belavier has been held prisoner and was used as a slave in the female prison, Golnar. It is here in Golnar that Lenora makes two names for herself. The first is Iron-Will for the excellent blades she forges. The second is Golnars Ghost, for protecting her fellow prisoners from the guards without them finding out who the ghost is. One day after much planning Lenora escapes from Golnar and brings an eleven-year-old prisoner, Mear, with her. Elijah finds Lenora (who has now adopted a new name) and Mear injured in the desert and takes them to Drodals Keep for healing.
In Drodal Lenora endures training for a magical ability that she does not believe she possesses, by a temperamental Elijah. Mear, on the other hand, seems to be enjoying her freedom and wonders off for some unknown reason. Lenora and Elijah slowly form an unlikely friendship as they start looking into the appearance of Bolgran, the evil monsters controlled by Myrna. Myrna, the evil Queen who Lenora was fighting against when she was arrested has learned of Lenora surviving Golnar and seeking refuge at Drodal. In an attempt to destroy her enemy Myrna floods Drodal with Bolgren and it doesn't look good for the small keep.
What I liked best about this book was that it was not predictable nor was it confusing. The twists in the story were extremely enjoyable and even surprised me. I am purposely leaving these twists out of the review as to not ruin them for the interested reader. What I did not like was how some of the characters and creatures were named similar to each other. The biggest of these issues was Bolgran, a terrible monster, and Brogan, a blacksmith. This did cause a bit of confusion because one is obviously evil and the other is not.
This book is age-appropriate for readers who are at least in high school. Younger readers would enjoy most of the story but would have to be mature. The rape and abuse of female prisoners is a big driving factor for Lenora and readers must be able to handle that. Overall I rate this book 3 out of 4. While it was a good book the name issue felt a little sloppy and lost it some points with me. I would still recommend this book to people who like fantasy but they would have to pay close attention to the names.
https://nightreaderreviews.blogspot.cpm
https://www.facebook.com/nightreadersreviews
https://www.austinmacauley.com/book/warriors-blush
Lenora Belavier has been held prisoner and was used as a slave in the female prison, Golnar. It is here in Golnar that Lenora makes two names for herself. The first is Iron-Will for the excellent blades she forges. The second is Golnars Ghost, for protecting her fellow prisoners from the guards without them finding out who the ghost is. One day after much planning Lenora escapes from Golnar and brings an eleven-year-old prisoner, Mear, with her. Elijah finds Lenora (who has now adopted a new name) and Mear injured in the desert and takes them to Drodals Keep for healing.
In Drodal Lenora endures training for a magical ability that she does not believe she possesses, by a temperamental Elijah. Mear, on the other hand, seems to be enjoying her freedom and wonders off for some unknown reason. Lenora and Elijah slowly form an unlikely friendship as they start looking into the appearance of Bolgran, the evil monsters controlled by Myrna. Myrna, the evil Queen who Lenora was fighting against when she was arrested has learned of Lenora surviving Golnar and seeking refuge at Drodal. In an attempt to destroy her enemy Myrna floods Drodal with Bolgren and it doesn't look good for the small keep.
What I liked best about this book was that it was not predictable nor was it confusing. The twists in the story were extremely enjoyable and even surprised me. I am purposely leaving these twists out of the review as to not ruin them for the interested reader. What I did not like was how some of the characters and creatures were named similar to each other. The biggest of these issues was Bolgran, a terrible monster, and Brogan, a blacksmith. This did cause a bit of confusion because one is obviously evil and the other is not.
This book is age-appropriate for readers who are at least in high school. Younger readers would enjoy most of the story but would have to be mature. The rape and abuse of female prisoners is a big driving factor for Lenora and readers must be able to handle that. Overall I rate this book 3 out of 4. While it was a good book the name issue felt a little sloppy and lost it some points with me. I would still recommend this book to people who like fantasy but they would have to pay close attention to the names.
https://nightreaderreviews.blogspot.cpm
https://www.facebook.com/nightreadersreviews
https://www.austinmacauley.com/book/warriors-blush
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